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Heroes Large General Thread - Page 103

Forum Index > Heroes of the Storm
9055 CommentsPost a Reply
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Velr
Profile Blog Joined July 2008
Switzerland10910 Posts
July 27 2014 00:35 GMT
#2041
last hitting should be in heroes... and every moba for that reason... because it is fun.


If you get that last hit and the "gold" or "whatver" appears its instant gratification.. You did good, do more!


seriously... Yeah, you might call it tedious or "stupid" but it is just a fun mechanic.
superstartran
Profile Joined March 2010
United States4013 Posts
July 27 2014 00:39 GMT
#2042
On July 27 2014 03:15 PRJ wrote:
you're trying way too hard to defend a mechanic that you clearly are invested in. In addition, many of your points are related to creeps themselves, not the mechanic of last hitting.

It's counter-intuitive because the game design leads people to think that you should attack enemies, not wait for them to get low health and tag them at the appropriate time.

It's hard arguing with moba fans because the game is built upon foundations of weird mechanics that have been grandfather'd in to the point they don't even how ridiculous the design is to people that don't have an intimate understanding of the systems already.




Combos don't make much sense and are weird too in fighting games (if the guy isn't hitting you with a hard hit, you can easily counter attack, a little jab shouldn't stun lock you, doesn't make sense, but in the realm of fighting games it does). Just because it's a weird mechanic that has been grandfathered in doesn't make it a bad mechanic.
Lokian
Profile Joined March 2010
United States699 Posts
Last Edited: 2014-07-27 01:06:02
July 27 2014 00:58 GMT
#2043
i play dota 2...over 2k games so far (couple of years worth of time there) and some league.

Personally I don't understand what is so great about last hitting. Yeah, I read a few posts here and why people think it's cool and shit. It's a pain for me. Whenver I go into a game, I just think... I have to deal with this crap over and over again, having to worry about creep meters. It's like those games where once you see a meter fill you just hit spacebar or something.. It takes skill, there's timing involved, positioning, management, etc, but it is not the kind of skill I would want to be good at because it's simply a nuisance. Almost any mechanic can have "skill" involved that impacts the gameplay directly. You can have a huge diglett pop out from the ground at a patterned interval to hit and call that stuff "skill." Sure, it's something you can practice, but it's fucking mindless. You can go into details about how it affects gameplay and how great the decision making is to do it right, but I feel that's just way too exaggerated because it is not applicable to I would say the majority of the player base. When looking at the mechanic from a broader point of view, it's a crap mechanic for new players, rewarding older players based on their experience and not how smart and decisive they can be. Basically a mechanic that takes away from player interactions and suggests farming. I would love it if we can minimize the farming aspect and more strategy.
Watch my gaming channel: http://www.youtube.com/user/BedinSpace
WombaT
Profile Blog Joined May 2010
Northern Ireland27066 Posts
July 27 2014 01:53 GMT
#2044
I don't know wtf would occupy your time in the early game without last hitting/denying to keep you focused and juking in/out with the other guys in your lane, in the traditional MOBA games. Heros doesn't appear to need it due to the objectives adding variety, I.e they're replacing something with something different and potentially interesting.

Can we have more depth in critiques than, 'it's an arbitrary mechanic' with bugger all expansion on the central assertion. Valifer's post on what he thinks, even if you disagree is pretty damn explanatory.

Unnecessary perhaps, but counter-intuitive? From my limited plays of WC3 DOTA it was the easiest and cleanest part of the whole skillset to pick up for me?
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Kupon3ss
Profile Joined May 2008
時の回廊10066 Posts
July 27 2014 02:43 GMT
#2045
There is nothing sacred about last-hitting as a mechanic, but it is simply a method to denote the existence of some sort of differentiating factor in the laning phase that leads to some form of character differentiation and options in character growth. Without any factor to differentiate doing "unintuitive mechanics" and afk. There is no reason to have lanes or a landing phase
When in doubt, just believe in yourself and press buttons
Lokian
Profile Joined March 2010
United States699 Posts
Last Edited: 2014-07-27 02:51:26
July 27 2014 02:48 GMT
#2046
It is not that it is hard to pick up or anything. The concept is very simple. Anyone can do it. I prefer to skip it because it is so boring. If you take a simple game like whoever presses the red button faster and have yourself compete against someone at a similar skill, there's always going to be a difficulty involved no matter how easy or simple the game mechanic. But it's boring. I really don't want to play who can last hit better. In mobas like dota, if you take out last hitting, it'd be more boring because like you said... there's not much to do. In heroes, I think the laning stage can be skipped and frequent ganking/rotation starts at the get go if you like.
Watch my gaming channel: http://www.youtube.com/user/BedinSpace
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 27 2014 03:17 GMT
#2047
On July 27 2014 09:58 Lokian wrote:
i play dota 2...over 2k games so far (couple of years worth of time there) and some league.

Personally I don't understand what is so great about last hitting. Yeah, I read a few posts here and why people think it's cool and shit. It's a pain for me. Whenver I go into a game, I just think... I have to deal with this crap over and over again, having to worry about creep meters. It's like those games where once you see a meter fill you just hit spacebar or something.. It takes skill, there's timing involved, positioning, management, etc, but it is not the kind of skill I would want to be good at because it's simply a nuisance. Almost any mechanic can have "skill" involved that impacts the gameplay directly. You can have a huge diglett pop out from the ground at a patterned interval to hit and call that stuff "skill." Sure, it's something you can practice, but it's fucking mindless. You can go into details about how it affects gameplay and how great the decision making is to do it right, but I feel that's just way too exaggerated because it is not applicable to I would say the majority of the player base. When looking at the mechanic from a broader point of view, it's a crap mechanic for new players, rewarding older players based on their experience and not how smart and decisive they can be. Basically a mechanic that takes away from player interactions and suggests farming. I would love it if we can minimize the farming aspect and more strategy.

I'm a horrible MOBA player (I barely play any), but last hitting is fun... removing it just removes so much interaction.

It really isn't mindless, because you know the opposing laner is going to try to do the same which creates openings and interactions, and decisions.

Can't really judge heroes of the storm since I played it like once, but I thought removing last hitting was pretty boring.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
ETisME
Profile Blog Joined April 2011
12740 Posts
July 27 2014 04:21 GMT
#2048
Last hitting is incredibly interesting in moba, even without the gold earned factor.
It affects creep movement and their engagement points which influence on your interaction with your opposing lane opponent.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Fencar
Profile Blog Joined August 2011
United States2694 Posts
July 27 2014 04:38 GMT
#2049
Lasthitting in Dota never seemed counter-intuitive for me. Difficult and somewhat unnecessary at times, but playing solo mid a lot, I grew to love the mechanic. I agree with the idea that in lane, last-hitting is a mechanic that makes laning more complex and skill-based, as well as making the entire early game much more enjoyable.
This is my signature. There are many like it, but this one is mine.
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
July 27 2014 04:48 GMT
#2050
I think the problem is that "laniing" should have more depth in heroes. It doesnt need last hitting per se, but something to add complexity, meaning and depth, because right now they could make creeps give 0 exp, and jsut give the players experience overtime and it would be practically the same (And that would suck) so they should add something.

WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
soulglider009
Profile Joined June 2012
United States40 Posts
July 27 2014 12:43 GMT
#2051
Giving creeps 0 exp and then giving players this experience overtime would ruin the game completely. It's important to be in lane to get lane exp. EXP is extremely important in Hots, and even being 1 level ahead gives your team an advantage, especially when you get a new talent. If you took this away, there would be no reason to not just roll as 5 at all times. Right now if you are constantly in a 5 man ball, as long as the other team doesn't suicide into you they will out level you quickly and roll over you once they ball up.

I've played hundreds of games of DOTA and LOL, and I prefer Hots over both. Taking away gold/last hitting/items increases the focus on map presence, movement and teamwork. And my games average just around 20 minutes, as opposed to 40+ games from the other 2.

I don't think we should think of Hots as really having a "laning phase". There is just time between doing objectives, and time when you are doing them. It's beneficial to have people in all 3 lanes whenever possible, unless trying to get neutrals/do objectives/push or w/e.

ref4
Profile Joined March 2012
2933 Posts
July 28 2014 14:22 GMT
#2052
there is no point in last hitting in HOTS since there's no individual level, no gold income
Excalibur_Z
Profile Joined October 2002
United States12248 Posts
July 28 2014 15:09 GMT
#2053
There is now, which is where the discussion originated. Damaging a creep at imminent death awards permanent bonus damage.
Moderator
ahswtini
Profile Blog Joined June 2008
Northern Ireland22212 Posts
July 28 2014 15:24 GMT
#2054
On July 29 2014 00:09 Excalibur_Z wrote:
There is now, which is where the discussion originated. Damaging a creep at imminent death awards permanent bonus damage.

IF you have the artifact, right?
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
Lunchador
Profile Joined April 2010
United States776 Posts
Last Edited: 2014-07-28 16:10:11
July 28 2014 16:07 GMT
#2055
On July 29 2014 00:24 ahswtini wrote:
Show nested quote +
On July 29 2014 00:09 Excalibur_Z wrote:
There is now, which is where the discussion originated. Damaging a creep at imminent death awards permanent bonus damage.

IF you have the artifact, right?


Level 1 talent for generally assassin-type heroes, and is otherwise in its current state, kind of lackluster.
Defender of truth, justice, and noontime meals!
Footler
Profile Joined January 2010
United States560 Posts
July 28 2014 16:10 GMT
#2056
On July 27 2014 09:58 Lokian wrote:
i play dota 2...over 2k games so far (couple of years worth of time there) and some league.

Personally I don't understand what is so great about last hitting. Yeah, I read a few posts here and why people think it's cool and shit. It's a pain for me. Whenver I go into a game, I just think... I have to deal with this crap over and over again, having to worry about creep meters. It's like those games where once you see a meter fill you just hit spacebar or something.. It takes skill, there's timing involved, positioning, management, etc, but it is not the kind of skill I would want to be good at because it's simply a nuisance. Almost any mechanic can have "skill" involved that impacts the gameplay directly. You can have a huge diglett pop out from the ground at a patterned interval to hit and call that stuff "skill." Sure, it's something you can practice, but it's fucking mindless. You can go into details about how it affects gameplay and how great the decision making is to do it right, but I feel that's just way too exaggerated because it is not applicable to I would say the majority of the player base. When looking at the mechanic from a broader point of view, it's a crap mechanic for new players, rewarding older players based on their experience and not how smart and decisive they can be. Basically a mechanic that takes away from player interactions and suggests farming. I would love it if we can minimize the farming aspect and more strategy.


I agree with you. I won't bash anyone for liking it but I truly can not get into that type of skill at all and HotS gets rid of most of that stuff and focuses on the more enjoyable aspects such as killing players and taking objectives.

I do feel the maps in HotS could use more depth though and right now Blackheart Bay feels the best designed to me in terms of decision making, layout and objectives. The new the Garden map seems like it may be good but I haven't had the luck of getting it that often. I'm most excited to see what the community does with the map maker once it gets released.
I am The-Sink! Parting bandwagoner before it became a soul train.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
July 28 2014 17:06 GMT
#2057
I've been playing a ton of HOTS lately and the gated feeling is still rather greedy in my opinion. I'm almost level 20 and I enjoy Witch Doctor and Diablo but despise the 10 levels for runes, blocked talents and minimized rotated hero slots (seriously, gotta earn 2 more slots for rotation??)

I wrote a bit about eSports and Heroes of the Storm's confusing direction and would love to know what you guys think here as well as in Dota 2/LoL:

http://www.liquiddota.com/forum/dota-2-general/463422-drawing-players-into-mobas-armchair-athleticism

http://tortedelini.wordpress.com/2014/07/27/drawing-players-into-mobas-through-accessibility-and-investment/

Same article, just if you prefer reading on the forums or directly from the site!
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Pwere
Profile Joined April 2010
Canada1557 Posts
July 28 2014 18:29 GMT
#2058
The definition of counter-intuitive is that it's definitely not something that someone would do the first time they play the game (by instinct). When you first step into a moba, you kill the creeps so your lane moves forward and eventually damage the tower. With limited ammos in towers, this is pretty much what happens, which is much more intuitive, because you want your lane to move forward instead of backward.

Obviously, the skills required are different. People might prefer last hitting, some might find slaughtering waves of creep more fun, but the HotS way is definitely more intuitive.

As long as they give you something to do early, they don't need last hitting. They removed items and changed the map because they want something unique. Last Hitting doesn't fit at all with their old philosophy, but then again, artifacts don't either, so it seems greed trumped principles once again.
hariooo
Profile Joined October 2013
Canada2830 Posts
July 28 2014 19:31 GMT
#2059
On July 27 2014 21:43 soulglider009 wrote:
Giving creeps 0 exp and then giving players this experience overtime would ruin the game completely. It's important to be in lane to get lane exp. EXP is extremely important in Hots, and even being 1 level ahead gives your team an advantage, especially when you get a new talent. If you took this away, there would be no reason to not just roll as 5 at all times. Right now if you are constantly in a 5 man ball, as long as the other team doesn't suicide into you they will out level you quickly and roll over you once they ball up.

I've played hundreds of games of DOTA and LOL, and I prefer Hots over both. Taking away gold/last hitting/items increases the focus on map presence, movement and teamwork. And my games average just around 20 minutes, as opposed to 40+ games from the other 2.

I don't think we should think of Hots as really having a "laning phase". There is just time between doing objectives, and time when you are doing them. It's beneficial to have people in all 3 lanes whenever possible, unless trying to get neutrals/do objectives/push or w/e.



EXP is such an arbitrary mechanic though. Being in range of someone dying makes you stronger? That doesn't make any sense. All it does is encourage teams to spread out and grind EXP all over the fight and wait to fight. It's counter-intuitive that you shouldn't be close to most of your allies. Standing next to creeps isn't a skill I want to be good at.

/s
arb
Profile Blog Joined April 2008
Noobville17922 Posts
July 28 2014 19:41 GMT
#2060
On July 27 2014 09:35 Velr wrote:
last hitting should be in heroes... and every moba for that reason... because it is fun.


If you get that last hit and the "gold" or "whatver" appears its instant gratification.. You did good, do more!


seriously... Yeah, you might call it tedious or "stupid" but it is just a fun mechanic.

That's one of the reasons I don't think i'd like this game.

No point in even messing with the creeps, since youre not gonna buy items since they dont exist, and last hitting has no meaning so its just kinda like, why even bother?

I enjoy the fighting and such in mobas, but i really really enjoy farming and my cs having some kind of meaning other than just, theres no point in doing this but im gonna just kill creeps for no reason
Artillery spawned from the forges of Hell
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